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authorrubidium <rubidium@openttd.org>2011-12-08 19:37:33 +0000
committerrubidium <rubidium@openttd.org>2011-12-08 19:37:33 +0000
commit61625e53c96572528745b79a63ba614b74c8f301 (patch)
treef748a6f1eb557f7466346597b167607d1ae75413 /src/blitter/8bpp_base.cpp
parent8630e97b4f0d078ca492944f383790979b85f8c1 (diff)
downloadopenttd-61625e53c96572528745b79a63ba614b74c8f301.tar.xz
(svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL)
Diffstat (limited to 'src/blitter/8bpp_base.cpp')
-rw-r--r--src/blitter/8bpp_base.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/blitter/8bpp_base.cpp b/src/blitter/8bpp_base.cpp
index eecf63f02..39960f8e9 100644
--- a/src/blitter/8bpp_base.cpp
+++ b/src/blitter/8bpp_base.cpp
@@ -141,7 +141,7 @@ int Blitter_8bppBase::BufferSize(int width, int height)
return width * height;
}
-void Blitter_8bppBase::PaletteAnimate(uint start, uint count)
+void Blitter_8bppBase::PaletteAnimate(const Palette &palette)
{
/* Video backend takes care of the palette animation */
}